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BetterDeadThanZed

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  1. BetterDeadThanZed

    No join messages

    Player join messages aren't being sent on either of my servers with the Automated Messages 1.0.18 plugin. It was working before the Rust update today.
  2. Looks great. I run a server with the Archipelago map, so this might be a good map to alternate with that one. The only feedback I have, based on looking at the map screenshot, is that you might want to reduce the number of underwater labs. As it is, I don't see players taking them too often and you could greatly reduce the number of entities by limiting them to only 2 or 3 on the map.
  3. What ever happened to custom items being being supported? It would be great if we could get this feature.
  4. It's been 3 months since I posted that. I guess @CrazyRust doesn't check this discussion.
  5. I get this error when using this plugin on Carbon: [2023.10.13 20:05:52] [ERRO] Failed to call internal hook 'OnEntitySpawned' on plugin 'PumpkinHead v1.1.7' [3757549339] (Object reference not set to an instance of an object) at void Oxide.Plugins.PumpkinHead.OnEntitySpawned(NPCPlayerCorpse corpse) in C:/Servers/Rust/Carbon/carbon/plugins/PumpkinHead.cs:line 424 at object Oxide.Plugins.PumpkinHead.InternalCallHook(uint hook, object[] args) in PumpkinHead.cs/Internal:line 127
  6. I posted this in March. I'm not sure it's even an issue still.
  7. When I said that I've got the same thing, I meant my players have. Their screenshots look exactly like newp's. I have one player claiming that they are being kicked from the server during weather changes but I don't have any solid information on that, such as what weather changes. Just to confirm what I've been telling my players, all this plugin is doing is setting game convars that I could set myself, such as through the console, right? If that's all it does, then a player that is affected by the weather changes could easily be affected by the game changing the weather without this plugin?
  8. I've got the same thing. I thought it was the game's new weather changes that FP said they did without telling us what they did...
  9. I did experience it myself but I wasn't paying attention to when/under what conditions it happened.
  10. I think that's due to the weather changes that FP made in the latest update... the changes that they haven't shared with us other than that they changed the weather...
  11. As far as I know it's not reproduceable. The reports have been sketchy with no real info so I'm not sure it's the config, but here it is. FP didn't give any info about the weather changes, so how do we know that the plugin itself isn't the problem? { "Auto reload [If you change the config and save the file the plugin will reload itself]": true, "Day length [minutes]": 50, "Night length [minutes]": 10, "Use time control": true, "Presets": [ { "Name": "Clear", "Duration [seconds]": 2700, "Transition time [seconds]": 300, "Chance [0 - 100%]": 75, "Wind": 0.0, "Rain": 0.0, "Thunder": 0.0, "Rainbow": 0.0, "Ocean": 3.0, "Atmosphere rayleigh": 1.0, "Atmosphere mie": 1.0, "Atmosphere contrast": 1.2, "Atmosphere directionality": 0.9, "Atmosphere fogginess": 0.0, "Atmosphere brightness": 1.0, "Clouds size": 2.0, "Clouds opacity": 1.0, "Clouds coverage": 0.0, "Clouds sharpness": 1.0, "Clouds coloring": 1.0, "Clouds attenuation": 0.15, "Clouds saturation": 1.0, "Clouds scattering": 1.0, "Clouds brightness": 1.0 }, { "Name": "Dust", "Duration [seconds]": 300, "Transition time [seconds]": 300, "Chance [0 - 100%]": 10, "Wind": 0.0, "Rain": 0.0, "Thunder": 0.0, "Rainbow": 0.0, "Ocean": 3.5, "Atmosphere rayleigh": 2.0, "Atmosphere mie": 4.0, "Atmosphere contrast": 1.25, "Atmosphere directionality": 0.75, "Atmosphere fogginess": 0.3, "Atmosphere brightness": 0.9, "Clouds size": 2.0, "Clouds opacity": 0.25, "Clouds coverage": 0.0, "Clouds sharpness": 0.0, "Clouds coloring": 1.0, "Clouds attenuation": 0.25, "Clouds saturation": 1.0, "Clouds scattering": 1.0, "Clouds brightness": 1.0 }, { "Name": "Fog", "Duration [seconds]": 600, "Transition time [seconds]": 300, "Chance [0 - 100%]": 15, "Wind": 0.0, "Rain": 0.0, "Thunder": 0.0, "Rainbow": 0.0, "Ocean": 4.5, "Atmosphere rayleigh": 1.0, "Atmosphere mie": 1.0, "Atmosphere contrast": 1.0, "Atmosphere directionality": 0.2, "Atmosphere fogginess": 0.9, "Atmosphere brightness": 0.5, "Clouds size": 2.0, "Clouds opacity": 0.0, "Clouds coverage": 0.0, "Clouds sharpness": 0.1, "Clouds coloring": 0.15, "Clouds attenuation": 0.15, "Clouds saturation": 0.8, "Clouds scattering": 100.0, "Clouds brightness": 0.8 }, { "Name": "Overcast", "Duration [seconds]": 1800, "Transition time [seconds]": 300, "Chance [0 - 100%]": 15, "Wind": 0.0, "Rain": 0.0, "Thunder": 0.0, "Rainbow": 0.0, "Ocean": 3.5, "Atmosphere rayleigh": 0.2, "Atmosphere mie": 5.0, "Atmosphere contrast": 1.5, "Atmosphere directionality": 0.75, "Atmosphere fogginess": 0.8, "Atmosphere brightness": 0.9, "Clouds size": 2.0, "Clouds opacity": 1.0, "Clouds coverage": 1.0, "Clouds sharpness": 0.05, "Clouds coloring": 0.15, "Clouds attenuation": 0.15, "Clouds saturation": 0.8, "Clouds scattering": 20.0, "Clouds brightness": 1.0 }, { "Name": "RainMild", "Duration [seconds]": 900, "Transition time [seconds]": 300, "Chance [0 - 100%]": 15, "Wind": 1.0, "Rain": 0.2, "Thunder": 0.0, "Rainbow": 0.0, "Ocean": 4.7, "Atmosphere rayleigh": 1.0, "Atmosphere mie": 1.0, "Atmosphere contrast": 1.3, "Atmosphere directionality": 0.9, "Atmosphere fogginess": 0.2, "Atmosphere brightness": 1.0, "Clouds size": 1.0, "Clouds opacity": 1.0, "Clouds coverage": 0.4, "Clouds sharpness": 0.0, "Clouds coloring": 0.8, "Clouds attenuation": 0.05, "Clouds saturation": 0.8, "Clouds scattering": 0.4, "Clouds brightness": 1.0 }, { "Name": "RainHeavy", "Duration [seconds]": 600, "Transition time [seconds]": 300, "Chance [0 - 100%]": 15, "Wind": 1.0, "Rain": 1.0, "Thunder": 0.0, "Rainbow": 0.0, "Ocean": 7.4, "Atmosphere rayleigh": 0.2, "Atmosphere mie": 5.0, "Atmosphere contrast": 1.5, "Atmosphere directionality": 0.75, "Atmosphere fogginess": 0.7, "Atmosphere brightness": 0.8, "Clouds size": 2.0, "Clouds opacity": 1.0, "Clouds coverage": 0.9, "Clouds sharpness": 0.25, "Clouds coloring": 0.15, "Clouds attenuation": 0.15, "Clouds saturation": 0.8, "Clouds scattering": 5.0, "Clouds brightness": 1.0 }, { "Name": "Storm", "Duration [seconds]": 300, "Transition time [seconds]": 300, "Chance [0 - 100%]": 15, "Wind": 1.0, "Rain": 1.0, "Thunder": 1.0, "Rainbow": 0.0, "Ocean": 8.0, "Atmosphere rayleigh": 1.0, "Atmosphere mie": 3.0, "Atmosphere contrast": 1.3, "Atmosphere directionality": 0.75, "Atmosphere fogginess": 0.95, "Atmosphere brightness": 0.8, "Clouds size": 2.0, "Clouds opacity": 1.0, "Clouds coverage": 1.0, "Clouds sharpness": 0.4, "Clouds coloring": 0.15, "Clouds attenuation": 0.15, "Clouds saturation": 0.8, "Clouds scattering": 5.0, "Clouds brightness": 1.0 } ] }
  12. I'm wondering if there's some incompatibility between this plugin and the new weather in Rust. I have players complaining of flickering skies when the sun goes down or fog kicks in.
  13. I've read that the Rust update tomorrow will have weather changes. Have you looked at staging to see if this is going to affect this plugin?
  14. This plugin never worked properly for me. Most of the time the chair is invisible for me.
  15. This is the default config being generated: { "Auto reload [If you change the config and save the file the plugin will reload itself]": true, "Day length [minutes]": 30, "Night length [minutes]": 30, "Use time control": true, "Presets": [ { "Name": "Clear", "Duration [seconds]": 14400, "Transition time [seconds]": 300, "Chance [0 - 100%": 15, "Wind": -1.0, "Rain": -1.0, "Thunder": -1.0, "Rainbow": -1.0, "Ocean": -1.0, "Atmosphere rayleigh": -1.0, "Atmosphere mie": -1.0, "Atmosphere contrast": -1.0, "Atmosphere directionality": -1.0, "Atmosphere fogginess": -1.0, "Atmosphere brightness": -1.0, "Clouds size": -1.0, "Clouds opacity": -1.0, "Clouds coverage": -1.0, "Clouds sharpness": -1.0, "Clouds coloring": -1.0, "Clouds attenuation": -1.0, "Clouds saturation": -1.0, "Clouds scattering": -1.0, "Clouds brightness": -1.0 } ] }
  16. I set the chance for fog to 0% after this happened. Other than that, this is the config I am using: { "Auto reload [If you change the config and save the file the plugin will reload itself]": true, "Day length [minutes]": 50, "Night length [minutes]": 10, "Use time control": true, "Presets": [ { "Name": "Clear", "Duration [seconds]": 3600, "Transition time [seconds]": 60, "Chance [0 - 100%": 65, "Wind": -1.0, "Rain": -1.0, "Thunder": -1.0, "Rainbow": -1.0, "Ocean": -1.0, "Atmosphere rayleigh": -1.0, "Atmosphere mie": -1.0, "Atmosphere contrast": -1.0, "Atmosphere directionality": -1.0, "Atmosphere fogginess": -1.0, "Atmosphere brightness": -1.0, "Clouds size": -1.0, "Clouds opacity": -1.0, "Clouds coverage": -1.0, "Clouds sharpness": -1.0, "Clouds coloring": -1.0, "Clouds attenuation": -1.0, "Clouds saturation": -1.0, "Clouds scattering": -1.0, "Clouds brightness": -1.0 }, { "Name": "Dust", "Duration [seconds]": 300, "Transition time [seconds]": 60, "Chance [0 - 100%": 5, "Wind": 0.0, "Rain": 0.0, "Thunder": 0.0, "Rainbow": 0.0, "Ocean": 3.5, "Atmosphere rayleigh": 2.0, "Atmosphere mie": 4.0, "Atmosphere contrast": 1.25, "Atmosphere directionality": 0.75, "Atmosphere fogginess": 0.3, "Atmosphere brightness": 0.9, "Clouds size": 2.0, "Clouds opacity": 0.25, "Clouds coverage": 0.0, "Clouds sharpness": 0.0, "Clouds coloring": 1.0, "Clouds attenuation": 0.25, "Clouds saturation": 1.0, "Clouds scattering": 1.0, "Clouds brightness": 1.0 }, { "Name": "Fog", "Duration [seconds]": 900, "Transition time [seconds]": 60, "Chance [0 - 100%": 0, "Wind": 0.0, "Rain": 0.0, "Thunder": 0.0, "Rainbow": 0.0, "Ocean": 4.5, "Atmosphere rayleigh": 1.0, "Atmosphere mie": 1.0, "Atmosphere contrast": 1.0, "Atmosphere directionality": 0.2, "Atmosphere fogginess": 0.9, "Atmosphere brightness": 0.5, "Clouds size": 2.0, "Clouds opacity": 0.0, "Clouds coverage": 0.0, "Clouds sharpness": 0.1, "Clouds coloring": 0.15, "Clouds attenuation": 0.15, "Clouds saturation": 0.8, "Clouds scattering": 100.0, "Clouds brightness": 0.8 }, { "Name": "Overcast", "Duration [seconds]": 2400, "Transition time [seconds]": 60, "Chance [0 - 100%": 15, "Wind": 0.0, "Rain": 0.0, "Thunder": 0.0, "Rainbow": 0.0, "Ocean": 3.5, "Atmosphere rayleigh": 0.2, "Atmosphere mie": 5.0, "Atmosphere contrast": 1.5, "Atmosphere directionality": 0.75, "Atmosphere fogginess": 0.8, "Atmosphere brightness": 0.9, "Clouds size": 2.0, "Clouds opacity": 1.0, "Clouds coverage": 1.0, "Clouds sharpness": 0.05, "Clouds coloring": 0.15, "Clouds attenuation": 0.15, "Clouds saturation": 0.8, "Clouds scattering": 20.0, "Clouds brightness": 1.0 }, { "Name": "RainMild", "Duration [seconds]": 1200, "Transition time [seconds]": 60, "Chance [0 - 100%": 10, "Wind": 1.0, "Rain": 0.2, "Thunder": 0.0, "Rainbow": 0.0, "Ocean": 4.7, "Atmosphere rayleigh": 1.0, "Atmosphere mie": 1.0, "Atmosphere contrast": 1.3, "Atmosphere directionality": 0.9, "Atmosphere fogginess": 0.2, "Atmosphere brightness": 1.0, "Clouds size": 1.0, "Clouds opacity": 1.0, "Clouds coverage": 0.4, "Clouds sharpness": 0.0, "Clouds coloring": 0.8, "Clouds attenuation": 0.05, "Clouds saturation": 0.8, "Clouds scattering": 0.4, "Clouds brightness": 1.0 }, { "Name": "RainHeavy", "Duration [seconds]": 600, "Transition time [seconds]": 60, "Chance [0 - 100%": 10, "Wind": 1.0, "Rain": 1.0, "Thunder": 0.0, "Rainbow": 0.0, "Ocean": 7.4, "Atmosphere rayleigh": 0.2, "Atmosphere mie": 5.0, "Atmosphere contrast": 1.5, "Atmosphere directionality": 0.75, "Atmosphere fogginess": 0.7, "Atmosphere brightness": 0.8, "Clouds size": 2.0, "Clouds opacity": 1.0, "Clouds coverage": 0.9, "Clouds sharpness": 0.25, "Clouds coloring": 0.15, "Clouds attenuation": 0.15, "Clouds saturation": 0.8, "Clouds scattering": 5.0, "Clouds brightness": 1.0 }, { "Name": "Storm", "Duration [seconds]": 300, "Transition time [seconds]": 60, "Chance [0 - 100%": 5, "Wind": 1.0, "Rain": 1.0, "Thunder": 1.0, "Rainbow": 0.0, "Ocean": 8.0, "Atmosphere rayleigh": 1.0, "Atmosphere mie": 3.0, "Atmosphere contrast": 1.3, "Atmosphere directionality": 0.75, "Atmosphere fogginess": 0.95, "Atmosphere brightness": 0.8, "Clouds size": 2.0, "Clouds opacity": 1.0, "Clouds coverage": 1.0, "Clouds sharpness": 0.4, "Clouds coloring": 0.15, "Clouds attenuation": 0.15, "Clouds saturation": 0.8, "Clouds scattering": 5.0, "Clouds brightness": 1.0 } ] }
  17. I updated the plugin this morning. When going from clear to fog, at least at night, the whole sky lights up. I think this was supposed to be fixed in this update? "Fixed - black sky/clouds when you go from Fog to Clear"
  18. I've been using Skin ID 2420097877 for the money. That's probably the one you were using too. The skin ID changed with this update.
  19. I'm confused by your responses. First you said I have a high chance of clear weather with is set to 65% and then you told me it's too high... can you go into more detail about how the percentage chances work? If I want mostly clear with occasional rain, fog, etc. How should I set the percentages up?
  20. Hello. I am using the plugin XD Quest (https://lone.design/product/xdquest/). When using Nova Weather, there's a conflict with the XDQuest plugin. Specifically the NPC in the quest room doesn't have his kit, is facing away from the player and the lights on the side of the building don't light up. After checking the XD Quest log file, I see this error referencing Nova Weather.: [09/27/2023 09:01:10] System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.NullReferenceException: Object reference not set to an instance of an object at NovaWeather.Lib.Permissions.PermissionManager+<>c__13`1[T].<Execute>b__13_0 (System.Object a) [0x00000] in <17bcd795a4814c09bd82e5b6c2b658b0>:0 at System.Linq.Enumerable+SelectArrayIterator`2[TSource,TResult].ToArray () [0x00012] in <d61464951b0243f18092630834a7bf18>:0 at System.Linq.Enumerable.ToArray[TSource] (System.Collections.Generic.IEnumerable`1[T] source) [0x0001f] in <d61464951b0243f18092630834a7bf18>:0 at NovaWeather.Lib.Permissions.PermissionManager.Execute[T] (System.String method, System.Object[] args) [0x00098] in <17bcd795a4814c09bd82e5b6c2b658b0>:0 at NovaWeather.Lib.Permissions.PermissionManager.PlayerHasPermission (BasePlayer player, System.String permission) [0x00001] in <17bcd795a4814c09bd82e5b6c2b658b0>:0 at NovaWeather.Lib.WeatherManager.WeatherManager.GetPlayerPermissionOverrideClimate (BasePlayer player) [0x00084] in <17bcd795a4814c09bd82e5b6c2b658b0>:0 at NovaWeather.Lib.WeatherManager.WeatherManager.GetClimateForPosition (UnityEngine.Vector3 pos) [0x00015] in <17bcd795a4814c09bd82e5b6c2b658b0>:0 at NovaWeather.Lib.WeatherManager.WeatherManager.GetCurrentStatePropertyForPosition (UnityEngine.Vector3 pos, System.String name) [0x00001] in <17bcd795a4814c09bd82e5b6c2b658b0>:0 at NovaWeather.Lib.WeatherManager.ClimateProps.GetTemperature (UnityEngine.Vector3 position) [0x00001] in <17bcd795a4814c09bd82e5b6c2b658b0>:0 at (wrapper managed-to-native) System.Reflection.RuntimeMethodInfo.InternalInvoke(System.Reflection.RuntimeMethodInfo,object,object[],System.Exception&) at System.Reflection.RuntimeMethodInfo.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x0006a] in <47fc8c70fa834cbf8141d7c1a7589125>:0 --- End of inner exception stack trace --- at System.Reflection.RuntimeMethodInfo.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00083] in <47fc8c70fa834cbf8141d7c1a7589125>:0 at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in <47fc8c70fa834cbf8141d7c1a7589125>:0 at NovaWeather.HarmonyPatches.ClimatePatch.Prefix (System.Reflection.MethodBase __originalMethod, System.Single& __result, UnityEngine.Vector3 position) [0x00084] in <17bcd795a4814c09bd82e5b6c2b658b0>:0 at (wrapper dynamic-method) Climate.GetTemperature_Patch1(UnityEngine.Vector3) at BaseEntity.get_currentTemperature () [0x0000b] in <7eac839b92da418b8d174606e4699650>:0 at PlayerInventory.ServerUpdate (System.Single delta) [0x0003f] in <7eac839b92da418b8d174606e4699650>:0 at PlayerInventory.OnClothingChanged (Item item, System.Boolean bAdded) [0x00010] in <7eac839b92da418b8d174606e4699650>:0 at ItemContainer.Insert (Item item) [0x00046] in <7eac839b92da418b8d174606e4699650>:0 at Item.SetParent (ItemContainer target) [0x00039] in <7eac839b92da418b8d174606e4699650>:0 at Item.MoveToContainer (ItemContainer newcontainer, System.Int32 iTargetPos, System.Boolean allowStack, System.Boolean ignoreStackLimit, BasePlayer sourcePlayer, System.Boolean allowSwap) [0x004c0] in <7eac839b92da418b8d174606e4699650>:0 at PlayerInventory.GiveItem (Item item, System.Boolean tryWearClothing, ItemContainer container) [0x00015] in <7eac839b92da418b8d174606e4699650>:0 at PlayerInventory.GiveItem (Item item, ItemContainer container) [0x00000] in <7eac839b92da418b8d174606e4699650>:0 at PlayerInventoryProperties.<GiveToPlayer>g__CreateItem|7_0 (PlayerInventoryProperties+ItemAmountSkinned toCreate, ItemContainer destination, PlayerInventoryProperties+<>c__DisplayClass7_0& ) [0x00069] in <7eac839b92da418b8d174606e4699650>:0 at PlayerInventoryProperties.GiveToPlayer (BasePlayer player) [0x000e5] in <7eac839b92da418b8d174606e4699650>:0 at NPCPlayer.EquipLoadout (PlayerInventoryProperties[] loads) [0x00013] in <7eac839b92da418b8d174606e4699650>:0 at NPCPlayer.ServerInit () [0x00036] in <7eac839b92da418b8d174606e4699650>:0 at NPCShopKeeper.ServerInit () [0x00000] in <7eac839b92da418b8d174606e4699650>:0 at BaseNetworkable.Spawn () [0x00035] in <7eac839b92da418b8d174606e4699650>:0 at BaseEntity.Spawn () [0x00000] in <7eac839b92da418b8d174606e4699650>:0 at Oxide.Plugins.XDQuest.InitializeNpc (UnityEngine.Vector3 pos, UnityEngine.Quaternion rot) [0x00044] in <270e98c493684600a89dfc7a4bc7b7d4>:0 at Oxide.Plugins.XDQuest.OnPasteFinished (System.Collections.Generic.List`1[T] pastedEntities, System.String fileName) [0x001ab] in <270e98c493684600a89dfc7a4bc7b7d4>:0 I mentioned this to DezLife, the developer of XDQuest and he has no idea what the issue is. Is this something that is fixable on your end or does it have to be done on the XDQuest side?
  21. I changed the config on my test server so that sunny had a 90% chance but it didn't seem like it was sunny any more than before. I set the time to change the weather to 60 seconds so I could confirm that the weather was changing. By doing that I noticed that when the weather changed it was sudden with no transition, which is immersion breaking. Weather doesn't go from sunny to a storm. It begins to get cloudy, then light rain, leading up to heavy rain.
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